Bullying is Such a Joke: Problems with the RPG Kickstarter

Last week, a Kickstarter campaign called “9 Year Old Building an RPG to Prove Her Brothers Wrong!” launched, and so far has raised over $20,000 using the marketing strategy that a child’s brothers mocked her plans to go to an RPG-building camp. Therefore, she needs Kickstarter to give her $800 to attend the camp. Rewards for donating $10,000 were added soon after, in which the brothers would apologize for being mean to their sister. No details have been given as to their mean behavior, and it may have been even used as a joke–a joke that was marketed as a serious issue to donors.

The project also liberally throws around STEM as a buzzword and links itself to several legitimate issues: harassment against women, and a drastic imbalance between men and women in technology fields.

Many parts of this Kickstarter were handled badly, but the part that stood out to me the most was the child exploitation angle. While not a violation of the Kickstarter ToS, interpreting the situation any way is problematic.

Before Susan Wilson clarified the intent behind the bullying and gender angles recently, I interpreted the situation in two ways:

  • If the brothers were bullying their younger sister, the result is that the mother chose to commercialize and encourage the strife instead of putting an end to the bullying. Their bullying was left unchecked to fit into a tidy fundraising narrative, with an apology from the brothers only coming as a $10,000 stretch goal reward. An apology isn’t something you deserve if you only raise money. The whole message of this is that the child needs to rely on the goodwill and credit cards of outsiders, hoping she needs to sell her story well enough, to put an end to bullying.
  • If they were having run-of-the-mill sibling rivalry, then the author exaggerated and fabricated events for publicity. This option of faking a situation to pander to a tired tried-and-true narrative is scummy in an equally bad way, that will damage the children when they grow up and realize they were publicly villanized for money. Or, it will encourage lying in the future as a way to make situations more marketable to get ahead in life.

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Healing Theory, Part 3: Mana and other Resources

In the first two posts in the sequence, we started building a foundation of how to think about the task of healing, and conducted a basic survey of how all the various stats might impact your performance. As promised in the last post, this is going to be a whole piece focusing on how to make decisions concerning mana (and secondary resources if your class has them). It will also finally bring us back around to the issue that started me down this whole train of thought in Mists.

Beyond Spirituality

Everyone accepts what the purposes of Int, mastery, crit, and haste are: to do more healing. You can do more healing in a given amount of time, you can do more healing with a given amount of mana (haste doesn’t actually do this, but that’s not for this post), and ultimately you can keep more people alive over the course of an entire encounter. The first premise of this article is that Spirit is no different. If you’re using a stat, it must be for the purpose of doing more healing, and its value is determined by how much more you can do (usual disclaimer applies throughout–“more healing” doesn’t necessarily mean more meter healing, it means fulfulling your healing tasks more consistently). In order to be worth using, Spirit has to pull its weight by allowing you do more than you could do with an equal amount of crit or mastery. I want to stress how different this is from viewing it as an independent requirement of some kind, a sort of “you must be this tall to ride” minimum to survive any encounter, before you can worry about other stats. It’s a stat like any other, and if it doesn’t pay its dues in terms of added performance, you’re free to replace it with a stat that does.

So what does Spirit do for you? It lets you use your non-cooldown heals more frequently. I’ll only briefly recapitulate the basic dichotomy between cooldown and non-cooldown heals here; it’s appeared in every one of my MoP healing posts thus far. Remember from the previous post that well over half, possibly as much as 3/4 depending on class, of your total available mana is from sources other than Spirit. Even if you had 0 Spirit, you’d be just fine casting your core short-cooldown heals as much as you wanted (Wild Growth, Penance, Holy Shock, Renewing Mist, Riptide, etc.). These heals are cheap and powerful, and form a sort of healing “baseline” that’s mostly unchanged by added mana reserves beyond what you start with. The most important point is that if you find you’re coming up short to cast these at the end of a fight, it is not because of insufficient Spirit. You budgeted your mana poorly and spent too much on less-efficient no-cooldown heals earlier in the fight.

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